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Warlock (3)
Acolyte
CLASS & LEVEL
Percius Sandral
BACKGROUND
Elf/High Elf
Neutral
ALIGNMENT
RACE
CHARACTER NAME
Juan
PLAYER NAME
90
EXPERIENCE POINTS
INSPIRATION
STRENGTH
10
13
+2
+2
ARMOR
CLASS
PROFICIENCY BONUS
INITIATIVE
0
SPEED
PERSONALITY TRAITS
0
DEXTERITY
+2
Strength
Follower of Panacea. If
she wills it, it shall be.
CURRENT HIT POINTS
+3 Intelligence
●
+3 Wisdom
●
+3 Charisma
TEMPORARY HIT POINTS
Total
+2 Acrobatics (Dex)
+1
●
HIT DICE
NAME
+3 History (Int)
Loner, bad socialization skills, doesn't
work well with others. Gets antsy if
staying in one place for too long.
DEATH SAVES
FLAWS
ATK BONUS DAMAGE/TYPE
Dagger
+3 Insight (Wis)
WISDOM
+3 Investigation (Int)
12
+1
+4
Quarterstaff +2
+1 Intimidation (Cha)
Medicine (Wis)
Darkvision: 60 ft.
1d6 bludgeoningImmunities:
magical-sleep
1d4 + 2 piercing
+3 Nature (Int)
●
+3 Perception (Wis)
(additional
features & traits
on last page)
+1 Performance (Cha)
+1 Persuasion (Cha)
CHARISMA
●
+1
SUCCESSES
Athletics (Str)
+1 Deception (Cha)
●
BONDS
FAILURES
+5 Arcana (Int)
0
16
13
3d8
+1 Animal Handling (Wis)
INTELLIGENCE
IDEALS
Didn't know parents. Never got
close to anyone in the church.
SAVING THROWS
13
+1
18
+1 Constitution
CONSTITUTION
+3
Hit Point Maximum
+2 Dexterity
14
+5 Religion (Int)
+2 Sleight of Hand (Dex)
+2 Stealth (Dex)
+1 Survival (Wis)
SKILLS
13
Disciplined Acolyte, traveling alone to an unknown destination.
Wanderer personality, never sticks around for too long.
ATTACKS & SPELLCASTING
PASSIVE WISDOM (PERCEPTION)
CP
SP
Weapon Proficiencies:
Longbow; Longsword;
Shortbow; Shortsword;
Simple
EP
GP
Armor Proficiencies: Light
Language Proficiencies:
Common; Elvish; Orc
OTHER PROFICIENCIES & LANGUAGES
PP
0
Pouch (1); Clothes,
common (1);
Leather (1); Knife,
Small (1); Book (1);
Incense (5);
Vestements (1); Ink
pen (1); Bag of
Sand (1);
Parchment (10);
Backpack (1);
Emblem (1); Ink (1)
EQUIPMENT
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS
80
Percius Sandral
CHARACTER NAME
AGE
Brown
EYES
6
140Lbs
HEIGHT
WEIGHT
Brown
Dark Brown
SKIN
HAIR
NAME
SYMBOL
CHARACTER APPEARANCE
ALLIES & ORGANIZATIONS
Gem (50 GP) (1);
Dice Set (1)
TREASURE
CHARACTER BACKSTORY
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
High Elf
SPELLCASTING
CLASS
0
CANTRIPS
3
Intelligence
13
+5
SPELLCASTING
ABILITY
SPELL SAVE DC
SPELL ATTACK
BONUS
6
Fire Bolt
SPELL
LEVEL
SLOTS TOTAL
SLOTS EXPENDED
1
7
SPELL NAME
ED
PR
EPAR
SPELLS KNOWN
4
8
2
2
5
9
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Warlock
SPELLCASTING
CLASS
0
CANTRIPS
3
Charisma
11
+3
SPELLCASTING
ABILITY
SPELL SAVE DC
SPELL ATTACK
BONUS
6
Eldritch Blast
Mage Hand
SPELL
LEVEL
SLOTS TOTAL
SLOTS EXPENDED
1
7
SPELL NAME
ED
PR
EPAR
Detect Magic (at will)
Expeditious Retreat
4
SPELLS KNOWN
Hellish Rebuke
8
2
2
Mirror Image
Misty Step
5
9
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS
-----------Other Traits-----------Eldritch Invocation: Eldritch Sight. Cast detect magic at will.
Eldritch Invocation: Eldritch Spear. Eldrich blast with range 300
ft.
Fey Ancestry. Advantage on charmed saves and immune to
sleep magic.
Shelter the Faithful. You and your companions can expect free
healing at an establishment of your faith.
Trance. Trance 4 hrs. instead of sleep 8.
Page 1
Evocation cantrip
Level-1 divination
Evocation cantrip
Fire Bolt
Detect Magic
Eldritch Blast
1 act.
120 ft
V,S
Inst
You hurl a mote of fire at a creature or object
within range. Make a ranged spell attack
against the target. On a hit, the target takes
1d10 fire damage. A flammable object hit by
this spell ignites if it isn’t being worn or
carried. This spell’s damage increases by
1d10 when you reach 5th level (2d10), 11th
level (3d10), and 17th level (4d10).
1 act.
Self
V,S
Conc, 10 mins
For the duration, you sense the presence of
magic within 30 feet of you. If you sense
magic in this way, you can use your action to
see a faint aura around any visible creature
or object in the area that bears magic, and
you learn its school of magic, if any. The spell
can penetrate most barriers, but it is blocked
by 1 foot of stone, 1 inch of common metal, a
thin sheet of lead, or 3 feet of wood or dirt.
1 act.
120 ft
V,S
Inst
A beam of crackling energy streak toward a
creature within range. Make a ranged spell
attack against the target. On a hit, the target
takes 1d10 force damage. The spell creates
more than one beam when you reach higher
levels: two beams at 5th level, three beams at
11th level, and four beams at 17th level. You
can direct the beams at the same target or at
different ones. Make a separate attack roll for
each beam.
High Elf
Warlock
Warlock
DC 13 Mod +5
DC 11 Mod +3
DC 11 Mod +3
Level-1 transmutation
Level-1 evocation
Conjuration cantrip
Expeditious Retreat
Hellish Rebuke
Mage Hand
1 b.a.
Self
V,S
Conc, 10 mins
This spell allows you to move at an incredible
pace. When you cast this spell, and then as a
bonus action on each of your turns until the
spell ends, you can take the Dash action.
1 react. 60 ft
V,S
Inst
You point your finger, and the creature that
damaged you is momentarily surrounded by
hellish flames. The creature must make a
Dexterity saving throw. It takes 2d10 fire
damage on a failed save, or half as much
damage on a successful one. At Higher
Levels. When you cast this spell using a spell
slot of 2nd level or higher, the damage
increase by 1d10 for each slot level above
1st.
1 act.
30 ft
V,S
1 min
A spectral, floating hand appears at a point
you choose within range. The hand lasts for
the duration or until you dismiss it as an
action. The hand vanishes if it is ever more
than 30 feet away from you or if you cast this
spell again. You can use your action to
control the hand. You can use the hand to
manipulate an object, open an unlocked door
or container, stow or retrieve an item from an
open container, or pour the contents out of a
vial. You can move the hand up to 30 feet
each time you use it. The hand can't attack,
activate magic items, or carry more than 10
pounds.
Warlock
Warlock
Warlock
DC 11 Mod +3
DC 11 Mod +3
Level-2 illusion
Level-2 conjuration
Mirror Image
Misty Step
1 act.
Self
V,S
1 min
Three illusory duplicates of yourself appear in
your space. Until the spell ends, the
duplicates move with you and mimic your
actions, shifting position so it's impossible to
track which image is real. You can use your
action to dismiss the illusory duplicates. Each
time a creature targets you with an attack
during the spell's duration, roll a d20 to
determine whether the attack instead targets
one of your duplicates. If you have three
duplicates, you must roll a 6 or higher to
change the attack's target to a duplicate. With
two duplicates, you must roll an 8 or higher.
With one duplicate, you must roll an 11 or
higher. A duplicate's AC equals 10 + your
Dexterity modifier. If an attack hits a
duplicate, the duplicate is destroyed. A
duplicate can be destroyed only by an attack
that hits it. It ignores all other damage and
effects. The spell ends when all three
duplicates are destroyed. A creature is
1 b.a.
Self
V
Inst
Briefly surrounded by silvery mist, you
teleport up to 30 feet to an unoccupied space
that you can see.
Warlock
Warlock
DC 11 Mod +3
DC 11 Mod +3
DC 11 Mod +3
Page 1 (reverse)
Mirror Image (reverse)
unaffected by this spell if it can't see, if it
relies on senses other than sight, such as
blindsight, or if it can perceive illusions as
false, as with truesight.
Juan.pdf (PDF, 2.37 MB)
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